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The Games Machine 76
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XENIATGM66.iso
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Messiah
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data1.cab
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Program_Executable_Files
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messiahscripts
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Sound
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SoundWeapon.hxx
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1999-11-29
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586 lines
///////////////////////
//////// 3D ////////
///////////////////////
sample(SFXRiotShield)
{
file("pc\sound\weapon\riotshld.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(1000);
fademax(2000);
delay(60);
}
sample(SFXRadioactive)
{
file("pc\sound\weapon\botcam1.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(800);
fademax(2000);
}
sample(SFXRicochetMetal)
{
file("pc\sound\weapon\machinegun\ricmet1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(2000);
}
sample(SFXShatter)
{
file("pc\sound\weapon\woodexp2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(800);
fademax(2000);
}
sample(SFXRectum)
{
file("pc\sound\weapon\grenade\rectum1.wav");
loop(FALSE);
tridi(FALSE); //TRUE
rndfreq(TRUE);
//fademin(800);
//fademax(5000);
}
sample(SFXBuzzSawGrinder)
{
file("pc\sound\weapon\buzzsaw.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(2000);
delay(20);
}
sample(SFXPAKFire)
{
file("pc\sound\weapon\Pakshot.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(2000);
}
sample(SFXPAKFly)
{
file("pc\sound\weapon\pakfly.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(2000);
}
sample(SFXPAKHit)
{
file("pc\sound\weapon\pakhit.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(2000);
}
sample(SFXJumpBettyGrenade)
{
file("pc\sound\weapon\grenade\grenade4.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(2000);
}
sample(SFXStickEmGrenade)
{
file("pc\sound\weapon\grenade\stickem.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(2000);
delay(90);
}
sample(SFXConcGrenade)
{
file("pc\sound\weapon\grenade\flash.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(1000);
fademax(3000);
}
sample(SFXPumpGunHitWall1)
{
file("pc\sound\weapon\pumpgun\shotwall1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXPumpGunHitWall2)
{
file("pc\sound\weapon\pumpgun\shotwall2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXGrenadeTimer)
{
file("pc\sound\weapon\grenade\grendtim.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXPumpGunShell1)
{
file("pc\sound\weapon\shells\gunshell1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(600);
fademax(2000);
delay(45);
}
sample(SFXPumpGunShell2)
{
file("pc\sound\weapon\shells\gunshell2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(600);
fademax(2000);
delay(45);
}
sample(SFXPumpGunShell3)
{
file("pc\sound\weapon\shells\gunshell3.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(600);
fademax(2000);
delay(45);
}
sample(SFXPumpGunFire)
{
file("pc\sound\weapon\pumpgun\fire.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXweapontorch1)
{
file("pc\sound\weapon\torch\torchlit.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXweapontorch2)
{
file("pc\sound\weapon\torch\torchlp.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXreload)
{
file("pc\sound\weapon\reload\reload.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXreload1)
{
file("pc\sound\weapon\reload\reload1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXreloadTorch)
{
file("pc\sound\weapon\reload\torchcock.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXWeaponDrop1)
{
file("pc\sound\weapon\dropgun1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXWeaponIntoCombat)
{
file("pc\sound\weapon\weapon1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXLowOnAmmo)
{
file("pc\sound\background\triggers\lowammo.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(1000);
fademax(2000);
delay(90);
}
sample(SFXLowOnHealth)
{
file("pc\sound\background\triggers\lowhealth.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(1000);
fademax(2000);
delay(90);
}
sample(SFXWeaponPickUp)
{
file("pc\sound\weapon\weapon2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXWeaponEmpty)
{
file("pc\sound\weapon\ammo\empty.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
delay(15);
}
sample(SFXWeaponAmmo1)
{
file("pc\sound\weapon\ammo\ammo1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXWeaponAmmo2)
{
file("pc\sound\weapon\ammo\ammo2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXWeaponAmmo3)
{
file("pc\sound\weapon\ammo\ammo3.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXGrenadeBounce)
{
file("pc\sound\weapon\grenade\harphit1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXGrenadeExplode)
{
file("pc\sound\weapon\xplode\explo11.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(4000);
}
sample(SFXSmallExplode)
{
file("pc\sound\weapon\bazooka\mtlexp1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(3000);
}
sample(SFXBazookaExplode)
{
file("pc\sound\weapon\xplode\explo14.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(4000);
}
sample(SFXGunTurretExplode)
{
file("pc\sound\weapon\xplode\explo8.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(4000);
}
sample(SFXBazookaLaunch1)
{
file("pc\sound\weapon\bazooka\Rocket3.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXBazookaFly)
{
file("pc\sound\weapon\bazooka\Rocketlp.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXFlameThrowerIdle)
{
file("pc\sound\weapon\flamethrower\flameidle1.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXFlameThrowerIgnite)
{
file("pc\sound\weapon\flamethrower\flameon1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXFlameThrowerRoast)
{
file("pc\sound\weapon\flamethrower\flameThr.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXHarpoonLaunch)
{
file("pc\sound\weapon\harpoon\woodexp1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXHarpoonHitActor)
{
file("pc\sound\weapon\harpoon\bodywall.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXHarpoonHitWall)
{
file("pc\sound\weapon\harpoon\harphit5.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXHitActor7)
{
file("pc\sound\weapon\hitactor\bullper5.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
delay(30);
}
sample(SFXMaimerFire)
{
file("pc\sound\weapon\maimer\maimer.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXMachineGunFire)
{
file("pc\sound\weapon\MachineGun\machgun4.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXMachineGunFire2)
{
file("pc\sound\weapon\MachineGun\machgun2.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXMachineGunPing0)
{
file("pc\sound\weapon\maimer\maimhit.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXMaimerPing)
{
file("pc\sound\weapon\Maimer\maimhit2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXMachineGunPing3)
{
file("pc\sound\weapon\MachineGun\ricco4.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
delay(25); //seems to cause speed problems ...thus the delay!
}
sample(SFXMeatCutterRev)
{
file("pc\sound\weapon\Meatcutter\sawrev2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXMeatCutterIdle)
{
file("pc\sound\weapon\Meatcutter\sawidle1.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXMeatCutterCut)
{
file("pc\sound\weapon\Meatcutter\sawcut2.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}